The Effect of Different Teaching Materials on Students' Affective Domain When Learning Computer Programming in Fundamentals of Information Science and Technology Classes
Takeshi HONGO, Hiroyuki MATUZAKI
The purposes of learning computer programming in the fundamentals of information science and technology classes are to acquire knowledge about the function of programming and for students to experience making some simple programs. In this paper, using Japanese LOGO, we compared student learning when using graphics materials (Turtle Graphics), sound materials, control materials, and quantity materials. We investigated the effect of the differences in these materials on students' affective domain and learning progress. We obtained the following results. Different teaching materials cause differences in students' learning progress and the learner's affective domain. The control materials, as compared to other teaching materials, are superior and provide a collaborative learning environment in a natural way. This points out the value of learning programming.
Key words : Information Technology Education, teaching materials development, Japanese LOGO, programming